[Archive] Latest Version of my list (no hobgobbos or BC)

Grimstonefire:

[align=center]CHAOS DWARF ARMY LIST

Version 2
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I will come back from time to time to edit this and make them all line up, but for now they’ll stay where they are.

Army at a glance

LORD

SC Astrogoth

SC Zhatan

SC Rakazzu Mardaksson

Overlord

High Sorcerer

High Priest

HERO

Despot

Arcane Engineer

Sorcerer

War Priest

(intend to add at least one special character here, maybe 2)

CORE

Chaos Dwarf Warriors

Slave Hunters

Blunderbussers

Impalers

Smoke Mortar - warmachine

SPECIAL

Immortals

Brotherhood of Hashut

Berserkers

Battleragers

Rocketeers

Tarus - warmachine

RARE

Mardak

Soul Reaper - warmachine

Bombard - warmachine (upgradeable to Earthshaker or Hellcannon)

ARMY SPECIAL RULES:

Iron Will

As harsh as the environment they control, Chaos Dwarfs flee and pursue 2D6"-1 instead of the normal 2D6".

Slavers

Chaos Dwarfs must Pursue an enemy if they can (as they mark wounded enemies as their own slaves), but their maximum pursuit distance is only equal to the fleeing unit’s flee distance.  The Chaos Dwarfs also receive +15 VP for captured standards.

Damned

Chaos Dwarfs have Hatred for Dwarfs.

SPECIAL EQUIPMENT:

Blunderbuss:

Maximum Range: 16’’

Strength: 4

Rules:  Blunderbusses are Armour Piercing, and have x2 multiple shots.  They are a Move and Fire weapon, and do not suffer from the long range modifier, though all other penalties apply as normal.

Stone Armour:

Forged from the toughest metals known to the Chaos Dwarfs and reinforced with slabs of granite or marble, these suits of armour are very heavy to wear and fight in.  So much so that wearers will often wear them even when not in battle to improve their endurance.

Rules:  Stone Armour gives a 3+ Armour Save.

LORD

ASTROGOTH…475 Points

                               M WS BS S T W I A Ld
Astrogoth        0  6  3 5 5 4 5 3 10
Khalkotauroi   7  4  0 6 5 5 0 4 8
Equipment:

* Hand Weapon

* Khalkotauroi has a 3+ Armour Save

Mount:  

* Khalkotauroi

Base Size:  50mm x 50mm.  

Special Rules:

Astrogoth

* Astrogoth is a Level 4 Sorcerer and knows all of the Lore of Hashut Spells

* Stone Cold

Khalkotauroi

* Large Target

* Daemonic Aura

* Fear

* Immune to Psychology

* Flames of Hashut

ZHATAN… 260 Points
                                       M WS BS S T W I A Ld
Zhatan the Black     3  7  4 5 5 3 4 4 10
Equipment:

* Stone Armour

* Flesh Tearers

Special Rules:

* Frenzy

* Immune to Psychology

* Daemonic Aura

* Walk Between Worlds

* Red Mist Rising

RAKAZZU MARDAKSSON…225 Points
                                           M WS BS S T W I A Ld
Rakazzu Mardaksson     3  7  4 4 5 3 4 4 10
Equipment:

* Great Weapon

* Heavy Armour

Special Rules:

* Killing Blow

* Immune to Psychology

* Hatred (Daemons of Chaos, confers this to any unit he joins).

* Curse of a Thousand Torments

CHAOS DWARF OVERLORD…120 Points
                             M WS BS S T W I A Ld
Overlord     3  7  4 4 5 3 4 4 10


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+6 pts), or an additional hand weapon (+6 pts).

* May take a Blunderbuss (+15 pts).

* May wear Stone armour (+12 pts), or carry a shield (+3 pts).

* May choose to ride a Mechanical Mount (+85 pts).

* May choose magic items from the Common or Chaos Dwarf or Automaton Upgrades lists, with a maximum total value of 100 pts.

Special Rule

* Daemonsmith

* Overlords and Arcane Engineers both have access to the Mechanical Mount, but only the Overlord may choose upgrades.  Any number of upgrades may be chosen from the Automaton Upgrades list, but will come out of the magic points allowance.  
                        M WS BS S T W I A Ld
Mechanical Mount    6  4  0 5 5 4 3 3 8
Base Size:  40mm x 40mm.  

Special Rules:

* Daemonic Aura

* Daemonic Attacks

* Immune to Psychology

* Fear

HIGH PRIEST OF HASHUT…150 points
                        M WS BS S T W I A Ld
High Priest    3  6  3 4 5 3 3 3 10


Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take a Great Weapon (+6 pts), or a flail (+3 pts).

* May choose to ride a Palanquin (+100 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen
                        M WS BS S T W I A Ld
Palanquin    3  3  0 3 4 3 3 3 6
Base Size:  40mm x 40mm.  When in a unit the Palanquin is not considered larger than the other unit members.

Unit Strength: 4 + High Priest

Special Rules:

* +1 power dice to the rider.

* +2 to the High Priest�?Ts Armour Save (to a maximum of 1+)

* Magic Resistance (1)

* Stubborn

* Regeneration

HIGH SORCERER…190 points
                        M WS BS S T W I A Ld
High Sorcerer      4  3 4 5 3 1 1 10


Equipment:

Hand weapon.



Options:

* May take a Great Weapon (+6 pts).

* May choose to ride a Lammasu (+130 pts), or use a pair of Steam Legs (+30 pts).

* The High Sorcerer is a level 3 wizard. This may be increased to level 4 at a cost of +35 pts.

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special rule:

* (* see Stony Skin)
                        M WS BS S T W I A Ld
Lammasu    6  3  0 4 5 3 2 3 9
Base Size:  40mm x 40mm.  

Special Rules:

* Fly

* Fear

* Aura of Darkness

HERO

DESPOT…65 points (+ Battle Standard Bearer option)
                   M WS BS S T W I A Ld
Despot      3  6  4 4 5 2 3 3  9


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+4 pts), or an additional hand weapon (+4 pts).

* May take a Blunderbuss (+10 pts).

* May wear Stone armour (+8 pts), or carry a shield (+2 pts).

* May choose magic items from the Common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.

ARCANE ENGINEER…70 points
                        M WS BS S T W I A Ld
Arcane Engineer      3  4  5 4 4 2 2 2  9
Equipment:

* Hand weapon

* Heavy armour.

Options:

- May choose either a pistol (+5 pts) or a brace of pistols (two pistols, +10 pts)

- May also choose a Great Weapon (+4 pts), and/or a Blunderbuss (+10 pts).

- May choose to ride a Mechanical Mount (+85 pts)

- May be upgraded to a level 1 wizard (+35 pts), and may choose spells from the Lore of Metal.  

- May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.

Special Rules:

* Forge Master

* Daemonsmith

SORCERER…65 Points
               M WS BS S T W I A Ld
Sorcerer       () 4  3 4 4 2 2 1  9


Weapon:

Hand weapon.



Options:

* May take a Great Weapon (+4 pts).

* May choose to use a pair of Steam Legs (+30 pts).

* The Sorcerer is a level 1 wizard. This may be increased to level 2 at a cost of +35 pts.

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.



Special Rule:

* (* see Stony Skin)

WAR PRIEST OF HASHUT…75 Points
              M WS BS S T W I A Ld
War Priest       3  5  3 4 5 2 3 2  9


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+4 pts), or a flail (+2 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen

CORE

CHAOS DWARF WARRIORS…Points/ model: 8
           M WS BS S T W I A Ld
Warrior    3  4  3 3 4 1 2 1  9
Commander  3  4  3 3 4 1 2 2  9


Unit Size: 5+



Equipment:

* Hand weapon

* Heavy armour.

Options

* May take a great weapon (+2 pts per model).

* May be equipped with shields (+1pt per model)

* Upgrade one Warrior to Musician for +5 pts

* Upgrade one Warrior to Standard Bearer for +10 pts

* Promote one Warrior Commander for +10 pts

0-1 SLAVE HUNTERS…Points/ model: 13
           M WS BS S T W I A Ld
Slave Hunter    3  4  3 3 4 1 2 1  9
Skull Crusher  3  4  3 3 4 1 2 2  9


Unit Size: 5-20



Equipment:

* Slave Catcher (great weapon)

* Hand Weapon

* Heavy armour.

Options

* May be equipped with shields (+1pt per model)

* Upgrade one Slave Hunter to Musician for +5 pts

* Upgrade one Slave Hunter to Standard Bearer for +10 pts

* Promote one Slave Hunter to Skull Crusher for +10 pts

Special Rules:

* Killing Blow

* Scout

DESTROYERS

* Units of Warriors or Slave Hunters can be upgraded to Destroyers for +3 points/ model.  

* Destroyers have +1 Weapon Skill and +1 Strength.

* You cannot have more units of Destroyers than Chaos Dwarf Warriors and Slave Hunters combined.

* One unit of Destroyers may be equipped with a magic banner worth up to 50 pts.

BLUNDERBUSSERS…Points/model: 13
                  M WS BS S T W I A Ld
Blunderbusser    3  4  3 3 4 1 2 1  9
Commander         3  4  3 3 4 1 2 2  9
Unit Size: 5+

Equipment:

* Blunderbuss

* Hand weapon

* Light armour.

Options:

* May be equipped with shields (+1pt per model)

* Upgrade one Blunderbusser to Musician for +5 pts.

* Upgrade one Blunderbusser to Standard Bearer for +10 pts.

* Promote one Blunderbusser to Commander for +10 pts.

IMPALERS…Points/model: 11
               M WS BS S T W I A Ld
Impaler          3  4  3 3 4 1 2 1  9
Commander      3  4  3 3 4 1 2 2  9
Unit Size: 5+

Equipment:

* Crossbow

* Hand weapon

* Light armour.

Options:

* May be equipped with shields (+1pt per model)

* Upgrade one Impaler to Musician for +5 pts.

* Upgrade one Impaler to Standard Bearer for +10 pts.

* Promote one Blunderbusser to Commander for +10 pts.

SMOKE MORTAR…Points: 75
             M WS BS S T W I A Ld
Reaper   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarfs

Crew�?Ts Equipment:

* Hand weapon

* Heavy armour

Options:  

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 20 points.

SPECIAL

BROTHERHOOD OF HASHUT…Points/model: 13
           M WS BS S T W I A Ld
Brother    3  5  3 4 4 1 2 1  9
Prophet    3  5  3 4 4 1 2 2  9
Unit Size: 5+

Equipment:

* Halberd

* Hand weapon

* Heavy armour

Options:

* Any unit may additionally have shields for +1 pt/ model

* Upgrade one Brother to Musician for +6 pts.

* Upgrade one Brother to Standard Bearer for +12 pts.

* Promote one Brother to Prophet of Hashut for +12 pts.

* Any Brotherhood of Hashut unit may be given a magical banner worth up to 50 pts.

  

Special Rules:

* Hashut’s Chosen

* Stubborn

IMMORTALS…Points/model: 15
           M WS BS S T W I A Ld
Immortal   3  5  3 4 4 1 2 1  9
Eternal    3  5  3 4 4 1 2 2  9
Unit Size: 5+

  

Equipment:

* Great weapon

* Hand weapon

* Stone armour

Options:

* Upgrade one Immortal to Musician for +6 pts.

* Upgrade one Immortal to Standard Bearer for +12 pts.

* Promote one Immortal to Eternal for +12 pts.

* Any unit of Immortals may be given a magical banner worth up to 50 pts

Special Rule:

* Immune to Psychology

BERSERKERS…Points/ model: 14
             M WS BS S T W I A Ld
Berserker    3  4  3 4 4 1 2 2 10
Dark Chanter 3  4  3 4 4 1 2 3 10
Unit Size: 5-25

Equipment:

* Hands claws and the occasional mutated limbs (hand weapon).

Options:

* One Berserker may be upgraded to a Dark Chanter for +20 points. The Dark Chanter counts as both a Champion and a Musician.

Special Rules:

* You may take 1 unit of Berserkers per Sorcerer or High Sorcerer in the army.

* Summoned

* Frenzy

* Immune to Psychology

* Daemonic Aura

BATTLERAGERS…Points/model: 55
               M WS BS S T W I A Ld
Battlerager    4  4  2 5 5 3 0 2  9
Unit Size: 1+

Equipment:

* Two metal fists (hand weapon).

Options:

* Any unit of Battleragers may purchase a single upgrade from the Automaton Upgrade list.

Special Rules:

* Daemonic Attacks

* Daemonic Aura

* Immune to Psychology

ROCKETEERS… Points/model:  10
           M WS BS S T W I A Ld
Rocketeer    3  4  3 3 4 1 2 1  9
Blast Master  3  4  3 3 4 1 2 2  9
Unit Size: 6-20.

Equipment:

* Rocket Launcher

* Hand weapon

* Light armour.

Options:

* Any unit may replace Death Rockets with Hellfire Rockets for +7 points/model.

* Any unit may replace Death Rockets with Daemonic Rockets for +8 points/model.

* Upgrade one Rocketeer to Musician for +6 pts.

* Upgrade one Rocketeer to Standard Bearer for +12 pts.

* Promote one Rocketeer to Blast Master for +12 pts.

Special Rule:

* 1-2 units count as 1 Special Choice.

* Skirmishers

TARUS…Points: 90
             M WS BS S T W I A Ld
Tarus   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Equipment:

* Hand weapon

* Heavy armour.

Options:

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 20 points.

RARE

MARDAK…Points/model: 18
           M WS BS S T W I A Ld
Mardak             6  5  3 4 4 1 2 1  9
Shedu     6  5  3 4 4 1 2 2  9
Unit Size: 5+

Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take an additional hand weapon (+2 pts per model)

* Upgrade one Mardak to a Musician for +9 points.

* Upgrade one Mardak to an Icon bearer for +18 points.

* Promote one Mardak to Shedu for +18 points.

* A unit of (name) may carry a banner worth up to 50 points.

Special Rules:

* Hashut’s Chosen

* Fear

SOUL REAPER…Points: 100
             M WS BS S T W I A Ld
Reaper   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Equipment:

* Hand weapon

* Heavy armour.

Options:

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 50 points.

Special Rules:

* Stubborn

* Mixed Unit

BOMBARD… Points/ model: 90
               M WS BS S T W I A Ld
Bombard          -  -   -  - 7 3  -  -  -
Earthshaker      -  -  -   - 7 4  -  -  -
Hellcannon       -  4  4  6 7 5 1 4  9
Crew             3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Unit Size:  

* Earthshaker 3+1 per Chaos Dwarf crew.  

* Hellcannon 6+1 per Chaos Dwarf crew.  

Equipment:

* Hand weapon

* Heavy armour.

Armour Save

* Bombard 6+

* Earthshaker 5+

* Hellcannon 4+

Options:  

* A Bombard may be upgraded to an Earthshaker (+70pts), or a Hellcannon (+50pts)

* Artillery Shell Upgrades may be purchased in any combination for the following points/ shell: Diabolic Payload (+25pts), Ethereal Flames (+20pts), Smoke Shell (+15pts), Dispel Shell (+10pts), Power Shell (+10pts), or Flaming Shell (+5pts).

* Warmachine Upgrades may be chosen from the Warmachine Upgrades list, the maximum total points value is as listed here.

Special Rules:

* See here

* If the total points allowance of the Bombard exceeds 240 points (including all Warmachine Upgrades - not Shell Upgrades), it will count as 2 Rare choices.

Grimstonefire:

MAGIC ITEMS/ MAGIC:  LORE OF HASHUT

See here.  Note that the warmachine upgrades are still WIP see here

SPECIFIC ENTRY RULES

OVERLORD

Daemonsmith

For each character riding a Mechanical Mount, or Arcane Engineer on foot present in the army, a single Battlerager unit may have any number of Automaton Upgrades.  An upgrade may only be taken once per unit.

HIGH PRIEST

Prayers to Hashut:  

Chaos Dwarf War Priests and High Priests use their faith in Hashut in a different way to Sorcerers.  Though they both originate from the Brotherhood, Priests call upon their divine patron to give them strength, rather than rely upon manipulating dark magic.

Once per Chaos Dwarf Magic phase, a War Priest or High Priest may use ONE prayer chosen from the Prayers to Hashut list.  Prayers are cast exactly like Bound spells from magic items, with a Power Level of 3.  They can be cast on the model themselves, or any one unit, character or warmachine within 12�?� of the Priest.  Note that units, characters and warmachines cannot have more than one Prayer cast on them each magic phase.  Other than the Palanquin, prayers will not affect a character�?Ts mount.   Priests and High Priests are not considered to be wizards.

* Whirlwind of Darkness:  The chosen unit, character or warmachine has a -1 To Hit Penalty from missile weapons and close combat attacks.

* Healing Flames of Hashut:  A character or warmachine is immediately healed of all wounds it has suffered during the battle up to that moment (excludes crew).

* Flames of Vengeance:  An enemy that wounds a unit, character or warmachine with this blessing in the enemy Shooting Phase suffers D6+1 Flaming Wounds (Strength 5), with a -1 Armour Save modifier.

High Priest Only

* Armour of Faith:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they may re-roll failed Armour Saves until the next friendly magic phase.    

* Hashut�?Ts Fury:  The Prayer is cast on all friendly units, characters and warmachines within 12�?� of the Palanquin (including the caster), they gain the Hatred special rule against all enemies until the next friendly magic phase.  

* Resurrection:  The caster and any unit they join gain the Regeneration special rule until the next friendly magic phase.

HIGH SORCERER

Stony Skin  

The movement and armour save of the sorcerer is dependant on his level as shown below:

                           Movement      Armour Save

            Level 1           3                       -

            Level 2           2                       6+

            Level 3           1                       5+

            Level 4           0                       4+

Steam Legs[/i]

Created in ages past to aid ancient Sorcerers in their immobile state, Mechanical Steam Legs are an upgrade giving +2 Movement up to a maximum of Movement 3.  Iron Will and Slavers are applied as normal.

LAMMASU

Aura of Darkness[/i][/b].

The Lammasu perpetually exudes a thick black smoke from their skin that will temporarily blind many enemies.[/i]

Mount and rider are -1 to hit in close combat and have Magic Resistance (1).

ARCANE ENGINEER

Forge Master[/i][/b]

Arcane Engineers are highly skilled in all aspects of engineering having spent a lifetime studying the workings of machines.[/i]  

Any warmachine or Rocketeers unit that the Arcane Engineer joins may re-roll on their misfire table

�?� Rocketeers

If he joins a Rocketeer unit, they may use his Ballistic Skill instead.

�?� Soul Reaper

If he joins a Soul Reaper you may re-roll one of the D6’s when firing.

�?� Bombard/ Earthshaker/ Hellcannon

The player may re-roll the artillery dice or when testing to Rampage, once per shooting phase.

SMOKE MORTAR

Firing the Smoke Mortar

Range:   12�?� �?" 48�?�

To fire the Smoke Mortar line up the warmachine to the intended target.  Note that you require Line of Sight.  Guess a range and place the large 5�?� template over this spot.  

Roll the Scatter dice, if the result is a HIT the smoke shell lands exactly in the spot aimed for.  If the Scatter dice rolls an arrow, the smoke shell will veer off in that direction.

Next roll the Artillery dice, if a number is shown move the template that distance in the direction shown by the Scatter dice.  If a MISFIRE is rolled, consult the Misfire Chart below

Damage

Any model directly under the hole of the large template will take a S4 hit.  Any model under the remainder of the template will take a Strength 2 Armour Piercing[/i] hit.

Smoke

The smoke shells designed by the Arcane Engineers produce a thick acrid cloud upon impact that will blind and confuse those nearby.

The area the large template covers is filled with smoke until the next shooting phase of the owning player, at which point the smoke will have dissipated.  Enemy units suffer a -1" Movement penalty whilst moving through this target area, and nobody can cast spells that require line of sight to targets through or at least half within this target area.  

Enemy units that are at least half under the area covered by smoke will have -1 to hit modifiers against them in close combat and shooting.  Being used to the acrid smoke of their harsh industrial environment, the Chaos Dwarfs are not affected by this.

Misfire table

1  BOOM![/i]  The smoke shells detonates inside the Mortar.  The war machine is destroyed and the crew gassed to death.

2-4  Fizz[/i].  The Mortar fails to fire, but may fire as normal next turn

5  Stupid slaves[/i].   A shell explodes near to where they are being loaded, and the machine will not fire this turn.  Place the large template over one Chaos Dwarf crew member and treat as if they had hit that spot.

6  Major misfire![/i]  The Smoke Mortar will fire 2D6" in the direction shown by the roll of a scatter dice.

BROTHERHOOD OF HASHUT

Hashut’s Chosen:[/i][/b]  

As reward for their arduous years of study and prayer, the mighty god Hashut delivers his favoured ones with the unholy strength to exact vengeance upon their enemies with their final blow.[/i]

If killed in Close Combat (unless by a Killing Blow), the model will make their base number of attacks again (at base Strength) before being removed as a casualty.  The model also has Magic Resistance (1).

BERSERKERS

Summoned[/i][/b]

Before the game begins, but after the deployment of troops, choose a spot on the battlefield and mark it.  At the start of each of your Movement Phases after the first, before charges are declared, roll a D6 to see if the Berserkers emerge.

Turn Number    D6 Roll Required

                1                           …

                2                           4+

              3                           3+

              4                           2+

When they do emerge, roll a Scatter Dice and an Artillery Dice to see where they scatter. Move the marker in the direction indicated by the Scatter Dice, the distance indicated by the Artillery Dice. Place the Berserker unit on the table so that at least one model of the unit is touching the marker. If the unit emerges with any model in contact with one or more enemy units, they are placed in combat in the front of one of the units (controlling player’s choice) and count as making a frontal charge. If the unit Scatters off the table, they are removed from the game, but the opponent does not receive Victory Points for them. If a Misfire is rolled, consult the chart below.

D6 Result[/b]

1 Consumed by Chaos

The unit is killed.



2-5 Disoriented

The Berserker unit emerges at the selected point, but may not charge this turn.



6 Malign Interference

Your opponent may place the Summon marker anywhere on the field, but no closer than 4�?� from a table edge.

ROCKETEERS

Rocketeers[/b]

To calculate the number of Rockets a unit of Rocketeers may fire each shooting phase; divide the unit size by two (rounding up).  This is to represent the split between loaders and firers.

Rocket Launchers require Line of Sight, and are a Move and Fire missile weapon.  Shooting is based on ballistic skill.  If any of the rolls to hit an enemy result in a 1, this will represent a misfire and the unit must test on the Rocketeer Misfire Table.  Multiple rolls of 1 in the same shooting phase will not cause multiple misfires, the unit will only ever roll once on the misfire table per shooting phase. Work out the result of the misfired rocket after the remaining successful rockets have been fired.  Damage is dependant upon the type of missile being fired.

Death Rockets[/b]

Units of Rocketeers always fire Death Rockets as their basic missile. Packed with explosives, they can tear through lightly armoured units with ease.

Strength  Range   Hits             Notes

       4        18"       D3     Armour Piercing[/i]

Being more reliable than other rockets and having been tested thousands of times over the years, deduct 1 from any roll on the Misfire table.

Hellfire Rockets

Hellfire Rockets contain a deadly alchemical fire that will burn quickly through heavy armour and is hard to extinguish.

Strength   Range    Hits     Notes

      5           18"       D3    Flaming[/i]Daemonic Rockets

These rockets have had the terrible energy of a daemon bound into them. Whilst this malign intelligence can make the rockets more accurate and deadly, they can also cause terrible damage in the battle lines of the Dawi Zharr.

Strength    Range     Hits       Notes

      4            18"      D3+1    Magical Attacks[/i]

Being the most unstable and unreliable of rockets, it’s a brave general who will dare bring the deadly power of these rockets to battle. Add 1 to any roll on the Misfire table.

Rocketeer Misfire Table

D6 Result

0 Normal Fire. The unit fire as normal, no misfires.

1-2 Boom! Somewhere an explosion occurs as rockets are being loaded. A Rocketeer unit is automatically hit by one of their own rockets, working out damage as normal.

3-4 Fizz. The ammunition fails to fire. Normal firing resumes next turn.

5-6 Incoming! Once fired a strong breeze, or minor malfunction, catch the rockets spinning them wildly out of control. They fly 18" in a direction decided by the throw of a scatter dice. Place a large template over the point of impact.  Units under this area automatically suffer D6 hits, with the strength and special rules applied from whatever type of rocket is being fired.  These D6 hits will replace the hit profile listed for the ammunition type. This does not require line of sight.

7 Daemonic Spite. In an attempt to get revenge for being bound against their will, the bound daemons take control of the ammunition mid flight. Work out as for Incoming, but your opponent may choose to re-roll the scatter dice.

TARUS

Firing the Tarus

The Tarus fires exactly the same way as a Bolt Thrower, but with the following exceptions.  The Tarus has +1 Strength, and should it successfully manage to pierce through all the ranks of an enemy unit it will then attack the same unit from back-to-front in the same shooting phase.  The strength of the attack is the same as that of the last rank it pierced, and is then -1 per rank.

SOUL REAPER

Mixed Unit

The Soul Reaper follows the same Mixed Unit rules as for the Hellcannon (not Rampaging).

Firing the Soul Reaper

Choose a target within Line of Sight and with a maximum distance of 24" of the Soul Reaper. Throw 2D6 then add a number depending on the distance to the target.

Within     Add      

   24"        +0

   18"        +1

   12"        +2

Should these 2D6 result in a double, roll a D6 and use the Daemonic Warmachine Malfunction Table, deducting 1 from the result.  The enemy target unit suffers as many wounds as the result is higher than its leadership. No armour save is allowed.

BOMBARD/ EARTHSHAKER/ HELLCANNON

See here

Xander:

Pretty cool. Some interesting ideas here, to be sure. I will have to look it over in more detail sometime later. I may even have the chance to playtest some of this in the near future.

Grimstonefire:

Thanks

When I have more time I’ll save this as a pdf so its easier to use.

Grimstonefire:

[align=center]CHAOS DWARF ARMY LIST

Version 2
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I will come back from time to time to edit this and make them all line up, but for now they’ll stay where they are.

Army at a glance

LORD

SC Astrogoth

SC Zhatan

SC Rakazzu Mardaksson

Overlord

High Sorcerer

High Priest

HERO

Despot

Arcane Engineer

Sorcerer

War Priest

(intend to add at least one special character here, maybe 2)

CORE

Chaos Dwarf Warriors

Slave Hunters

Blunderbussers

Impalers

Smoke Mortar - warmachine

SPECIAL

Immortals

Brotherhood of Hashut

Berserkers

Battleragers

Rocketeers

Tarus - warmachine

RARE

Mardak

Soul Reaper - warmachine

Bombard - warmachine (upgradeable to Earthshaker or Hellcannon)

ARMY SPECIAL RULES:

Iron Will

As harsh as the environment they control, Chaos Dwarfs flee and pursue 2D6"-1 instead of the normal 2D6".

Slavers

Chaos Dwarfs must Pursue an enemy if they can (as they mark wounded enemies as their own slaves), but their maximum pursuit distance is only equal to the fleeing unit’s flee distance.  The Chaos Dwarfs also receive +15 VP for captured standards.

Damned

Chaos Dwarfs have Hatred for Dwarfs.

SPECIAL EQUIPMENT:

Blunderbuss:

Maximum Range: 16’’

Strength: 4

Rules:  Blunderbusses are Armour Piercing, and have x2 multiple shots.  They are a Move and Fire weapon, and do not suffer from the long range modifier, though all other penalties apply as normal.

Stone Armour:

Forged from the toughest metals known to the Chaos Dwarfs and reinforced with slabs of granite or marble, these suits of armour are very heavy to wear and fight in.  So much so that wearers will often wear them even when not in battle to improve their endurance.

Rules:  Stone Armour gives a 3+ Armour Save.

LORD

ASTROGOTH…475 Points

                               M WS BS S T W I A Ld
Astrogoth        0  6  3 5 5 4 5 3 10
Khalkotauroi   7  4  0 6 5 5 0 4 8
Equipment:

* Hand Weapon

* Khalkotauroi has a 3+ Armour Save

Mount:  

* Khalkotauroi

Base Size:  50mm x 50mm.  

Special Rules:

Astrogoth

* Astrogoth is a Level 4 Sorcerer and knows all of the Lore of Hashut Spells

* Stone Cold

Khalkotauroi

* Large Target

* Daemonic Aura

* Fear

* Immune to Psychology

* Flames of Hashut

ZHATAN… 260 Points
                                       M WS BS S T W I A Ld
Zhatan the Black     3  7  4 5 5 3 4 4 10
Equipment:

* Stone Armour

* Flesh Tearers

Special Rules:

* Frenzy

* Immune to Psychology

* Daemonic Aura

* Walk Between Worlds

* Red Mist Rising

RAKAZZU MARDAKSSON…225 Points
                                           M WS BS S T W I A Ld
Rakazzu Mardaksson     3  7  4 4 5 3 4 4 10
Equipment:

* Great Weapon

* Heavy Armour

Special Rules:

* Killing Blow

* Immune to Psychology

* Hatred (Daemons of Chaos, confers this to any unit he joins).

* Curse of a Thousand Torments

CHAOS DWARF OVERLORD…120 Points
                             M WS BS S T W I A Ld
Overlord     3  7  4 4 5 3 4 4 10


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+6 pts), or an additional hand weapon (+6 pts).

* May take a Blunderbuss (+15 pts).

* May wear Stone armour (+12 pts), or carry a shield (+3 pts).

* May choose to ride a Mechanical Mount (+85 pts).

* May choose magic items from the Common or Chaos Dwarf or Automaton Upgrades lists, with a maximum total value of 100 pts.

Special Rule

* Daemonsmith

* Overlords and Arcane Engineers both have access to the Mechanical Mount, but only the Overlord may choose upgrades.  Any number of upgrades may be chosen from the Automaton Upgrades list, but will come out of the magic points allowance.  
                        M WS BS S T W I A Ld
Mechanical Mount    6  4  0 5 5 4 3 3 8
Base Size:  40mm x 40mm.  

Special Rules:

* Daemonic Aura

* Daemonic Attacks

* Immune to Psychology

* Fear

HIGH PRIEST OF HASHUT…150 points
                        M WS BS S T W I A Ld
High Priest    3  6  3 4 5 3 3 3 10


Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take a Great Weapon (+6 pts), or a flail (+3 pts).

* May choose to ride a Palanquin (+100 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen
                        M WS BS S T W I A Ld
Palanquin    3  3  0 3 4 3 3 3 6
Base Size:  40mm x 40mm.  When in a unit the Palanquin is not considered larger than the other unit members.

Unit Strength: 4 + High Priest

Special Rules:

* +1 power dice to the rider.

* +2 to the High Priest�?Ts Armour Save (to a maximum of 1+)

* Magic Resistance (1)

* Stubborn

* Regeneration

HIGH SORCERER…190 points
                        M WS BS S T W I A Ld
High Sorcerer      4  3 4 5 3 1 1 10


Equipment:

Hand weapon.



Options:

* May take a Great Weapon (+6 pts).

* May choose to ride a Lammasu (+130 pts), or use a pair of Steam Legs (+30 pts).

* The High Sorcerer is a level 3 wizard. This may be increased to level 4 at a cost of +35 pts.

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 100 pts.



Special rule:

* (* see Stony Skin)
                        M WS BS S T W I A Ld
Lammasu    6  3  0 4 5 3 2 3 9
Base Size:  40mm x 40mm.  

Special Rules:

* Fly

* Fear

* Aura of Darkness

HERO

DESPOT…65 points (+ Battle Standard Bearer option)
                   M WS BS S T W I A Ld
Despot      3  6  4 4 5 2 3 3  9


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+4 pts), or an additional hand weapon (+4 pts).

* May take a Blunderbuss (+10 pts).

* May wear Stone armour (+8 pts), or carry a shield (+2 pts).

* May choose magic items from the Common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.

ARCANE ENGINEER…70 points
                        M WS BS S T W I A Ld
Arcane Engineer      3  4  5 4 4 2 2 2  9
Equipment:

* Hand weapon

* Heavy armour.

Options:

- May choose either a pistol (+5 pts) or a brace of pistols (two pistols, +10 pts)

- May also choose a Great Weapon (+4 pts), and/or a Blunderbuss (+10 pts).

- May choose to ride a Mechanical Mount (+85 pts)

- May be upgraded to a level 1 wizard (+35 pts), and may choose spells from the Lore of Metal.  

- May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.

Special Rules:

* Forge Master

* Daemonsmith

SORCERER…65 Points
               M WS BS S T W I A Ld
Sorcerer       () 4  3 4 4 2 2 1  9


Weapon:

Hand weapon.



Options:

* May take a Great Weapon (+4 pts).

* May choose to use a pair of Steam Legs (+30 pts).

* The Sorcerer is a level 1 wizard. This may be increased to level 2 at a cost of +35 pts.

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.



Special Rule:

* (* see Stony Skin)

WAR PRIEST OF HASHUT…75 Points
              M WS BS S T W I A Ld
War Priest       3  5  3 4 5 2 3 2  9


Equipment:

* Hand weapon

* Heavy armour.



Options:

* May take a Great Weapon (+4 pts), or a flail (+2 pts).

* May choose magic items from the common or Chaos Dwarf magic items list, with a maximum total value of 50 pts.



Special Rules:

* Prayers to Hashut

* Hashut’s Chosen

CORE

CHAOS DWARF WARRIORS…Points/ model: 8
           M WS BS S T W I A Ld
Warrior    3  4  3 3 4 1 2 1  9
Commander  3  4  3 3 4 1 2 2  9


Unit Size: 5+



Equipment:

* Hand weapon

* Heavy armour.

Options

* May take a great weapon (+2 pts per model).

* May be equipped with shields (+1pt per model)

* Upgrade one Warrior to Musician for +5 pts

* Upgrade one Warrior to Standard Bearer for +10 pts

* Promote one Warrior Commander for +10 pts

0-1 SLAVE HUNTERS…Points/ model: 13
           M WS BS S T W I A Ld
Slave Hunter    3  4  3 3 4 1 2 1  9
Skull Crusher  3  4  3 3 4 1 2 2  9


Unit Size: 5-20



Equipment:

* Slave Catcher (great weapon)

* Hand Weapon

* Heavy armour.

Options

* May be equipped with shields (+1pt per model)

* Upgrade one Slave Hunter to Musician for +5 pts

* Upgrade one Slave Hunter to Standard Bearer for +10 pts

* Promote one Slave Hunter to Skull Crusher for +10 pts

Special Rules:

* Killing Blow

* Scout

DESTROYERS

* Units of Warriors or Slave Hunters can be upgraded to Destroyers for +3 points/ model.  

* Destroyers have +1 Weapon Skill and +1 Strength.

* You cannot have more units of Destroyers than Chaos Dwarf Warriors and Slave Hunters combined.

* One unit of Destroyers may be equipped with a magic banner worth up to 50 pts.

BLUNDERBUSSERS…Points/model: 13
                  M WS BS S T W I A Ld
Blunderbusser    3  4  3 3 4 1 2 1  9
Commander         3  4  3 3 4 1 2 2  9
Unit Size: 5+

Equipment:

* Blunderbuss

* Hand weapon

* Light armour.

Options:

* May be equipped with shields (+1pt per model)

* Upgrade one Blunderbusser to Musician for +5 pts.

* Upgrade one Blunderbusser to Standard Bearer for +10 pts.

* Promote one Blunderbusser to Commander for +10 pts.

IMPALERS…Points/model: 11
               M WS BS S T W I A Ld
Impaler          3  4  3 3 4 1 2 1  9
Commander      3  4  3 3 4 1 2 2  9
Unit Size: 5+

Equipment:

* Crossbow

* Hand weapon

* Light armour.

Options:

* May be equipped with shields (+1pt per model)

* Upgrade one Impaler to Musician for +5 pts.

* Upgrade one Impaler to Standard Bearer for +10 pts.

* Promote one Blunderbusser to Commander for +10 pts.

SMOKE MORTAR…Points: 75
             M WS BS S T W I A Ld
Reaper   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarfs

Crew�?Ts Equipment:

* Hand weapon

* Heavy armour

Options:  

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 20 points.

SPECIAL

BROTHERHOOD OF HASHUT…Points/model: 13
           M WS BS S T W I A Ld
Brother    3  5  3 4 4 1 2 1  9
Prophet    3  5  3 4 4 1 2 2  9
Unit Size: 5+

Equipment:

* Halberd

* Hand weapon

* Heavy armour

Options:

* Any unit may additionally have shields for +1 pt/ model

* Upgrade one Brother to Musician for +6 pts.

* Upgrade one Brother to Standard Bearer for +12 pts.

* Promote one Brother to Prophet of Hashut for +12 pts.

* Any Brotherhood of Hashut unit may be given a magical banner worth up to 50 pts.

  

Special Rules:

* Hashut’s Chosen

* Stubborn

IMMORTALS…Points/model: 15
           M WS BS S T W I A Ld
Immortal   3  5  3 4 4 1 2 1  9
Eternal    3  5  3 4 4 1 2 2  9
Unit Size: 5+

  

Equipment:

* Great weapon

* Hand weapon

* Stone armour

Options:

* Upgrade one Immortal to Musician for +6 pts.

* Upgrade one Immortal to Standard Bearer for +12 pts.

* Promote one Immortal to Eternal for +12 pts.

* Any unit of Immortals may be given a magical banner worth up to 50 pts

Special Rule:

* Immune to Psychology

BERSERKERS…Points/ model: 14
             M WS BS S T W I A Ld
Berserker    3  4  3 4 4 1 2 2 10
Dark Chanter 3  4  3 4 4 1 2 3 10
Unit Size: 5-25

Equipment:

* Hands claws and the occasional mutated limbs (hand weapon).

Options:

* One Berserker may be upgraded to a Dark Chanter for +20 points. The Dark Chanter counts as both a Champion and a Musician.

Special Rules:

* You may take 1 unit of Berserkers per Sorcerer or High Sorcerer in the army.

* Summoned

* Frenzy

* Immune to Psychology

* Daemonic Aura

BATTLERAGERS…Points/model: 55
               M WS BS S T W I A Ld
Battlerager    4  4  2 5 5 3 0 2  9
Unit Size: 1+

Equipment:

* Two metal fists (hand weapon).

Options:

* Any unit of Battleragers may purchase a single upgrade from the Automaton Upgrade list.

Special Rules:

* Daemonic Attacks

* Daemonic Aura

* Immune to Psychology

ROCKETEERS… Points/model:  10
           M WS BS S T W I A Ld
Rocketeer    3  4  3 3 4 1 2 1  9
Blast Master  3  4  3 3 4 1 2 2  9
Unit Size: 6-20.

Equipment:

* Rocket Launcher

* Hand weapon

* Light armour.

Options:

* Any unit may replace Death Rockets with Hellfire Rockets for +7 points/model.

* Any unit may replace Death Rockets with Daemonic Rockets for +8 points/model.

* Upgrade one Rocketeer to Musician for +6 pts.

* Upgrade one Rocketeer to Standard Bearer for +12 pts.

* Promote one Rocketeer to Blast Master for +12 pts.

Special Rule:

* 1-2 units count as 1 Special Choice.

* Skirmishers

TARUS…Points: 90
             M WS BS S T W I A Ld
Tarus   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Equipment:

* Hand weapon

* Heavy armour.

Options:

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 20 points.

RARE

MARDAK…Points/model: 18
           M WS BS S T W I A Ld
Mardak             6  5  3 4 4 1 2 1  9
Shedu     6  5  3 4 4 1 2 2  9
Unit Size: 5+

Equipment:

* Hand weapon

* Heavy armour.

Options:

* May take an additional hand weapon (+2 pts per model)

* Upgrade one Mardak to a Musician for +9 points.

* Upgrade one Mardak to an Icon bearer for +18 points.

* Promote one Mardak to Shedu for +18 points.

* A unit of (name) may carry a banner worth up to 50 points.

Special Rules:

* Hashut’s Chosen

* Fear

SOUL REAPER…Points: 100
             M WS BS S T W I A Ld
Reaper   -  -  - - 7 3 - -  -
Crew         3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Equipment:

* Hand weapon

* Heavy armour.

Options:

* Upgrades may be chosen from the Warmachine Upgrades list, with a maximum total value of 50 points.

Special Rules:

* Stubborn

* Mixed Unit

BOMBARD… Points/ model: 90
               M WS BS S T W I A Ld
Bombard          -  -   -  - 7 3  -  -  -
Earthshaker      -  -  -   - 7 4  -  -  -
Hellcannon       -  4  4  6 7 5 1 4  9
Crew             3  4  3 3 4 1 2 1  9
Number of Crew: 3 Chaos Dwarf Crew

Unit Size:  

* Earthshaker 3+1 per Chaos Dwarf crew.  

* Hellcannon 6+1 per Chaos Dwarf crew.  

Equipment:

* Hand weapon

* Heavy armour.

Armour Save

* Bombard 6+

* Earthshaker 5+

* Hellcannon 4+

Options:  

* A Bombard may be upgraded to an Earthshaker (+70pts), or a Hellcannon (+50pts)

* Artillery Shell Upgrades may be purchased in any combination for the following points/ shell: Diabolic Payload (+25pts), Ethereal Flames (+20pts), Smoke Shell (+15pts), Dispel Shell (+10pts), Power Shell (+10pts), or Flaming Shell (+5pts).

* Warmachine Upgrades may be chosen from the Warmachine Upgrades list, the maximum total points value is as listed here.

Special Rules:

* See here

* If the total points allowance of the Bombard exceeds 240 points (including all Warmachine Upgrades - not Shell Upgrades), it will count as 2 Rare choices.